Added basic keyboard input and game thread

This commit is contained in:
Barra Ó Catháin 2023-07-06 02:07:07 +01:00
parent ff01152aa1
commit 3a25a86f82
3 changed files with 163 additions and 105 deletions

View File

@ -20,40 +20,40 @@
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
const int32_t diameter = (radius * 2);
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
}
void * graphicsThreadHandler(void * parameters)
@ -63,7 +63,6 @@ void * graphicsThreadHandler(void * parameters)
int udpSocket = 0;
struct sockaddr_in recieveAddress, serverAddress;
struct clientInput message;
message.right = true;
message.clientNumber = 1;
serverAddress.sin_family = AF_INET;
@ -74,7 +73,7 @@ void * graphicsThreadHandler(void * parameters)
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 640, 640, 0);
SDL_WINDOWPOS_CENTERED, 600, 600, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Enable resizing the window:
@ -84,14 +83,75 @@ void * graphicsThreadHandler(void * parameters)
struct timeval tv;
tv.tv_sec = 0;
tv.tv_usec = 100000;
tv.tv_usec = 1000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO,&tv,sizeof(tv));
SDL_Event event;
while (true)
{
sendto(udpSocket, &message, sizeof(struct clientInput), MSG_CONFIRM, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, state, sizeof(struct gameState), MSG_WAITALL, NULL, NULL);
while( SDL_PollEvent( &event ) ){
switch( event.type )
{
case SDL_KEYDOWN:
switch( event.key.keysym.sym )
{
case SDLK_LEFT:
{
message.left = true;
break;
}
case SDLK_RIGHT:
{
message.right = true;
break;
}
case SDLK_UP:
{
message.up = true;
break;
}
case SDLK_DOWN:
{
message.down = true;
break;
}
default:
break;
}
break;
case SDL_KEYUP:
switch( event.key.keysym.sym )
{
case SDLK_LEFT:
{
message.left = false;
break;
}
case SDLK_RIGHT:
{
message.right = false;
break;
}
case SDLK_UP:
{
message.up = false;
break;
}
case SDLK_DOWN:
{
message.down = false;
break;
}
}
break;
default:
break;
}
}
sendto(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, state, sizeof(struct gameState), 0, NULL, NULL);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
@ -102,7 +162,7 @@ void * graphicsThreadHandler(void * parameters)
{
if (state->clients[index].registered == true)
{
DrawCircle(renderer, (int)state->clients[index].yPosition, (int)state->clients[index].xPosition,
DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition),
10);
}
}
@ -167,22 +227,22 @@ int main(int argc, char ** argv)
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
switch (currentMessage.type)
{
case 1:
{
// We've been told to disconnect:
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
continueRunning = false;
break;
}
case 2:
{
// Pinged, so we now must pong.
currentMessage.type = 3;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break;
}
case 1:
{
// We've been told to disconnect:
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
continueRunning = false;
break;
}
case 2:
{
// Pinged, so we now must pong.
currentMessage.type = 3;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break;
}
}
}
else

View File

@ -1,3 +1,4 @@
#include <stdio.h>
#include "cspt-state.h"
void updateInput(struct gameState * state, struct clientInput * message)
{
@ -16,55 +17,34 @@ void doGameTick(struct gameState * state)
state->timestamp = time(NULL);
for (int index = 0; index < 16; index++)
{
if (state->clients[index].registered == true)
// Calculate acceleration:
if (state->clients[index].leftAcceleration)
{
// Calculate acceleration:
if (state->clients[index].leftAcceleration)
{
state->clients[index].xVelocity -= 0.5;
}
if (state->clients[index].rightAcceleration)
{
state->clients[index].xVelocity += 0.5;
}
if (state->clients[index].upAcceleration)
{
state->clients[index].yVelocity += 0.5;
}
if (state->clients[index].downAcceleration)
{
state->clients[index].yVelocity += 0.5;
}
if (!state->clients[index].leftAcceleration && !state->clients[index].rightAcceleration)
{
state->clients[index].xVelocity *= 0.1;
}
if (!state->clients[index].upAcceleration && !state->clients[index].downAcceleration)
{
state->clients[index].yVelocity *= 0.1;
}
state->clients[index].xVelocity -= 0.1;
}
if (state->clients[index].rightAcceleration)
{
state->clients[index].xVelocity += 0.1;
}
if (state->clients[index].upAcceleration)
{
state->clients[index].yVelocity -= 0.1;
}
if (state->clients[index].downAcceleration)
{
state->clients[index].yVelocity += 0.1;
}
// Clamp speed:
if (state->clients[index].xVelocity > 15)
{
state->clients[index].xVelocity = 15;
}
if (state->clients[index].xVelocity < -15)
{
state->clients[index].xVelocity = -15;
}
if (state->clients[index].yVelocity > 15)
{
state->clients[index].yVelocity = 15;
}
if (state->clients[index].yVelocity < -15)
{
state->clients[index].yVelocity = -15;
}
// Do movement:
state->clients[index].xPosition += state->clients[index].xVelocity;
state->clients[index].yPosition += state->clients[index].yVelocity;
// Do movement:
state->clients[index].xPosition += state->clients[index].xVelocity;
state->clients[index].yPosition += state->clients[index].yVelocity;
if(state->clients[index].xPosition > 600 || state->clients[index].xPosition < 0)
{
state->clients[index].xPosition = 300;
}
if(state->clients[index].yPosition > 600 || state->clients[index].yPosition < 0)
{
state->clients[index].yPosition = 300;
}
}
}

View File

@ -51,26 +51,38 @@ void * networkThreadHandler(void * arguments)
printf("Started network thread.\n");
socklen_t test = sizeof(clientAddress);
int returnvalue = 0;
bzero(arguments, sizeof(struct gameState));
while (true)
{
recvfrom(udpSocket, &message, sizeof(struct clientInput), MSG_WAITALL, (struct sockaddr *)&clientAddress, &test);
sendto(udpSocket, arguments, sizeof(struct gameState), MSG_CONFIRM,
recvfrom(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&clientAddress, &test);
returnvalue = sendto(udpSocket, arguments, sizeof(struct gameState), 0,
(struct sockaddr *)&clientAddress, (socklen_t)sizeof(struct sockaddr_in));
updateInput(arguments, &message);
doGameTick(arguments);
if(returnvalue > 0)
{
updateInput(arguments, &message);
}
bzero(&message, sizeof(struct clientInput));
}
return NULL;
}
void * gameThreadHandler(void * arguments)
{
while(true)
{
doGameTick(arguments);
usleep(9000);
}
}
int main(int argc, char ** argv)
{
int returnValue = 0;
int masterSocket = 0;
int clientSockets[16];
fd_set connectedClients;
pthread_t networkThread;
pthread_t networkThread, gameThread;
struct gameState currentState;
struct CsptMessage currentMessage;
struct connectionStatus clientStatus[16];
@ -83,6 +95,7 @@ int main(int argc, char ** argv)
signal(SIGINT, sigintHandler);
pthread_create(&networkThread, NULL, networkThreadHandler, &currentState);
pthread_create(&gameThread, NULL, gameThreadHandler, &currentState);
// Setup TCP Master Socket:
printf("Setting up master socket... ");
@ -206,6 +219,10 @@ int main(int argc, char ** argv)
{
currentMessage.type = 0;
currentState.clients[index].registered = true;
currentState.clients[index].xPosition = 300;
currentState.clients[index].yPosition = 300;
currentState.clients[index].xVelocity = 0;
currentState.clients[index].yVelocity = 0;
currentMessage.content = (uint8_t)index;
send(clientSockets[index], &currentMessage, sizeof(struct CsptMessage), 0);
break;
@ -280,3 +297,4 @@ int main(int argc, char ** argv)
shutdown(masterSocket, SHUT_RDWR);
return 0;
}